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Stracciatella

A very lightweight shader that keeps the vanilla style but addresses its shortcomings

Install / Use

/learn @DrDesten/Stracciatella
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

Stracciatella

A very lightweight shader that keeps the vanilla style but addresses its shortcomings.
It is highly configurable and lets you craft your own personal vanilla experience.

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Feature Highlight

  • Colored Block Light
  • Colored Hand Light
  • HDR Emissives
    • Generated Emissive Textures for Light Emitting Blocks
  • Custom Fog and Sky
    • Shooting Stars
  • Waving Blocks
  • Custom Lightmap
    • Directional Lightmaps with Generated and Texture Normals
  • Custom Color LUT support
  • Rain Refraction and Puddles
  • Custom Block Outline
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Installation

Stracciatella requires Optifine or Iris to work.
Stracciatella (with Optifine) supports Minecraft versions from 1.8.9 onwards.

Installation (Release) Recommended

Download the .zip file from the newest release and put it into your .minecraft/shaderpacks folder.
You can now select the shader from within Minecraft.

Installation (Dev)

You need to have git and NodeJS installed.
Open your terminal or command prompt in your .minecraft/shaderpacks folder.
Run git clone https://github.com/DrDesten/Stracciatella.git && cd Stracciatella to clone the repository and navigate into it. It should contain build and src directories.
Run git submodule update --init --recursive to download the required dependencies.
Run node build -f to build the shader. A directory named shaders should be created.
You can now select Stracciatella (same name as the folder) from within Minecraft.

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Features

Fog and Sky

  • Fog - OFF, Border, Auto, Advanced
     Border:
     Simple, comparable to vanilla
     Auto:
     Enables "Advanced" fog when Distant Horizons is present
     Advanced:
     Border fog aswell as configurable exponential distance and height based fog
  • Advanced Fog
    • Global Fog Density
       Constant fog density applied to exponential fog
       Overworld, Nether and End densities are relative to this value
    • Overworld Fog Density
       Density of constant Overworld fog
       Relative to "Global Density"
    • Overworld Noise Fog
    • Overworld
      • Height Scale Multiplier
         Multiplier applied to the scale factor used to calculate height fog
         Higher values correspond to a harsher density falloff
      • Height Density Multiplier
         Multiplier applied to the density calculated from world height
      • Dynamic Density Start Height
         Fog density starts to increase with player height after the selected world height
         Set to the default value, this acts as a correctional factor to keep the fog density (visually) constant
      • Dynamic Density Multiplier
         Controls how much player height influences fog density
      • Anisotropic Sunset Fog
         Fog density at sunset and sunrise increases more in direction of the sun
      • Sunset Fog Anisotropy
         Amount of Anisotropy
      • Sunset Fog Multiplier
         Controls how much the fog changes during sunset and sunrise
      • Wind Speed
      • Noise Fog Scale
      • Noise Fog Fade
      • Noise Fog Density Multiplier
    • Nether Fog Density
       Density of constant Nether fog
       Relative to "Global Density"
    • Nether Noise Fog
    • Nether
      • Wind Speed
      • Noise Fog Scale
      • Noise Fog Fade
      • Near Fog Density Multiplier
    • End Fog Density
       Density of constant End fog
       Relative to "Global Density"
    • End
  • Fog Start
     Sets where the fog starts appearing
     Relative to render distance
  • Fog End
     Sets where the fog reaches its maximum
     Relative to render distance
  • Cave Fog and Sky
    • Cave Fog
       Fog changes to a different color when you are underground
    • Cave Sky
       Sky changes to a different color when you are underground
    • Cave Sky Height Threshold
       Controls which world height is necessary for the sky color to change
    • Cave Fog (RGB Color Picker)
       Color of fog inside of caves
  • Sun and Moon
    • Change Sun and Moon Size
    • Sun and Moon Size
       Changes the size of sun and moon
    • Sun Angle
       Tilts the rotation axis of sun and moon
       Vanilla is 0
    • Opacity when raining
       100% full visibility
       0% fully hidden when raining
    • Hide under Horizon
       Sun and moon start disappearing under the horizon
    • Transition Height
       Lower: sun and moon appear lower
       Higher: sun and moon appear higher
    • Transition
       Lower: Longer transition
       Higher: Shorter transition
  • Stars
    • Vanilla Star Brightness
    • Custom Stars
    • Size
    • Density
    • Coverage
    • Glow Radius
    • Glow Amount
    • Shooting Stars
      Only works with "Custom Stars" enabled
    • Direction
    • Density
    • Speed
    • Trail Length
    • Trail Thickness
  • Custom Sky Color
  • Sky Color Configuration
    • Custom Sunset
    • Sky Sunset (RGB Color Picker)
    • Sky Day (RGB Color Picker)
    • Sky Day Rain (RGB Color Picker)
    • Night Sky Brightness
    • Sky Night (RGB Color Picker)
    • Sky Night Rain (RGB Color Picker)
  • Custom Fog Color
  • Fog Color Configuration
    • Fog Day (RGB Color Picker)
    • Fog Day Rain (RGB Color Picker)
    • Night Fog Brightness
    • Fog Night (RGB Color Picker)
    • Fog Night Rain (RGB Color Picker)
  • End Sky
    • End Sky Upper (RGB Color Picker)
    • End Sky Lower (RGB Color Picker)

Lighting

  • Lightmap - Simple, Default
     Default:
     All Features
     Simple:
     Reduced features (only "Adaptive Blocklight Reduction" and "Minimum Light")
  • Lightmap Settings
    • Skylight AO
       Specifies the amount of ambient occlusion on skylight
    • Blocklight AO
       Specifies the amount of ambient occlusion on blocklight
    • Skylight Gamma
       Higher = Darker
       Lower = Brighter
    • Blocklight Gamma
       Higher = Darker
       Lower = Brighter
    • Minimum Light
       Sets the minimum lightmap luminance
       Prevents caves from being pitch black (unless you set it to zero that is)
    • Night Vision Minimum Light
       Sets the minimum lightmap luminance when the night vision effect is applied
    • Terrain Shading
       Vanilla-Style Terrain Shading
       Useful when smooth lighting is disabled
  • Lightmap Colors
    • Adaptive Blocklight Reduction
       Reduces blocklight when the sky is bright to avoid clipping
       If the blocklight is too bright during daytime, increase this slider
    • Nether Ambient Brightness
    • End Ambient Light
      • End Ambient Brightness
      • End Ambient Saturation
    • Skylight Day (RGB Color Picker)
    • Skylight Night (RGB Color Picker)
    • Blocklight (RGB Color Picker)
       Select blocklight color (torches, glowstone, etc.)
       If "Complex Blocklight" is enabled, this color will NOT be used
    • Complex Blocklight
       Allows you to select two colors for blocklight
       One for dark parts, one for bright parts
    • Blend Curve
       Higher: Emphasize "Bright" color
       Lower: Emphasize "Dark" color
       50 = linear transition
    • Complex Blocklight Dark (RGB Color Picker)
    • Complex Blocklight Bright (RGB Color Picker)
  • Colored Lights
     Enabled colored lighting on blocks
  • Colored Light Settings
    • Vibrance
    • Accumulation Rejection - Low, Default, High
       Sets how temporal history information is discarded
       Higher corresponds to history being discarded more easily
    • Acc. Blend Factor
       Sets how temporal history information is merged with new information
       A lower value places less emphasis on history and will cause colors to update faster at the cost of more flicker
    • Flicker Reduction
       Increase this slider if you experience frequent spots of color blinking into existence
       Higher values will decrease the speed at which new color spreads and appears
    • Acc. Regeneration Speed
       Sets how fast empty regions (with no color information) are filled up
       A high value will cause colors to appear faster initially, but may introduce flicker in disoccluded regions
    • Sample LOD Bias
       Controls the detail level at which colors are sampled
       A higher value will make colors smoother but may cause small lights to be skipped
       A lower value will sample at higher detail but will decrease smoothness and introduce flicker
       The shader does its best to calculate the appropriate LOD itself
  • Directional Lightmaps
  • Directional Lightmap Strength
  • Normals - Generated, Texture
  • Normals Resolution Multiplier
     Auto-Generated Normals may have a different resolution than your resource pack
     This slider allows you to select a higher resolution for the normals
     No performance impact
  • HDR Emissives
  • HDR Emissive Brightness

Weather

  • Rain Detection - Temperature, Color
     How the shader detects if rain is present
     "Color" is generally the better option
     Select "Temperature" if:
     Rain does not receive rain effects
     Things that are not rain receive rain effects
  • Rain Opacity
  • Rain Refraction - OFF, Fast, Fancy
  • Rain Refraction Strength
  • Angled Downfall
  • Angled Downfall Amount
  • Angled Downfall Rotation Speed
  • Rain Puddles
  • Rain Puddle Color
    • Rain Puddle (RGB Color Picker)
  • Rain Puddle Coverage
  • Rain Puddle Size
  • Rain Puddle Opacity
  • Rain Puddle Parallax
  • Parallax Refraction
  • Parallax Depth

Waving Blocks

  • Waving Blocks
  • Waving Blocks Amount
  • Waving Blocks Speed
  • Waving Leaves
  • Waving Lilypads
     Controlled by "Waving Liquids Amount" and "Waving Liquids Speed"
  • Waving Lanterns
  • Waving Fire
  • Waving Liquids
     Water and Lava
  • Waving Liquids Amount
  • Waving Liquids Speed

Camera and Color

  • FXAA
    &e

Related Skills

View on GitHub
GitHub Stars30
CategoryDevelopment
Updated9d ago
Forks2

Languages

GLSL

Security Score

80/100

Audited on Mar 21, 2026

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